/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); _map = Content.Load <TiledMap>("level01"); _entityComponentSystem.RegisterSystem(new CollisionSystem()); _entityComponentSystem.RegisterSystem(new SpriteBatchSystem(GraphicsDevice, _camera)); _entityComponentSystem.RegisterSystem(new PlayerMovementSystem()); _objectToEntityService.createEntities(_map.GetLayer <TiledMapObjectLayer>("entities").Objects); }
public override void LoadContent() { base.LoadContent(); var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480); _camera = new Camera2D(viewportAdapter); _map = Content.Load <TiledMap>("level-1"); _mapRenderer = new TiledMapRenderer(GraphicsDevice); _entityComponentSystem = new EntityComponentSystem(); _entityFactory = new EntityFactory(_entityComponentSystem, Content); var service = new TiledObjectToEntityService(_entityFactory); var spawnPoint = _map.GetLayer <TiledMapObjectLayer>("entities").Objects.Single(i => i.Type == "Spawn").Position; _entityComponentSystem.RegisterSystem(new PlayerMovementSystem()); _entityComponentSystem.RegisterSystem(new EnemyMovementSystem()); _entityComponentSystem.RegisterSystem(new CharacterStateSystem(_entityFactory, spawnPoint)); _entityComponentSystem.RegisterSystem(new BasicCollisionSystem(gravity: new Vector2(0, 1150))); _entityComponentSystem.RegisterSystem(new ParticleEmitterSystem()); _entityComponentSystem.RegisterSystem(new AnimatedSpriteSystem()); _entityComponentSystem.RegisterSystem(new SpriteBatchSystem(GraphicsDevice, _camera) { SamplerState = SamplerState.PointClamp }); service.CreateEntities(_map.GetLayer <TiledMapObjectLayer>("entities").Objects); }